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Using the Design Process to Teach

Functional Apparel Design


Susan M. Watkins

Abstract

The use of a process framework for teaching functional apparel design is discussed as it relates to developing
students’ creative problem-solving abilities. A typical design process framework is presented, and practical
approaches to implementing the various stages of the design process in the functional apparel design classroom
are discussed. References from works on creative thinking are used to support the author’s premise that the

development of the "process" orientation is, over the long run, more important to design education than a
"product" orientation.

One of the central goals of design education, for any one of motivated and find reasons to devote time and effort to a

a number of design fields, is to prepare students to become problem), to analyze it (to find out everything possible about
creative problem-solvers. Design students today face work the problem), to define it (to decide what the most important
in an increasingly complex world. The problem-solving aspects of the problem are), to ideate (to develop as many
skills they need go beyond simple deductive thinking. Ulrich ways to solve the problem as possible), to select the best
Haupt (1978), in an article describing the future of design idea, to implement (to take action and try out the best idea),
education in the aerospace industry, describes the situation and to evaluate (to analyze what happened when action was
in this way: &dquo;Graduates have been well equipped to think taken). If the evaluation shows that the solution is not a
analytically about a clearly defined deterministic problem, successful one, the whole process or part of the process may
but they have been poorly prepared to solve complex, ill- be repeated. In this model, as in most other models of the
defined problems in the presence of uncertainties. Yet design process, a designer is constantly alternating between
precisely those problems become important in a technolog- divergence or spreading out to look for a wide variety of
ical world&dquo; (Haupt, 1978, p. 55). Haupt’s comments are ideas and convergence or centering on one idea.
applicable to apparel as well, and they challenge us to find The object of this paper is to clarify what takes place in
ways to develop these very important skills in apparel design each stage of the design process and to suggest a variety of
students. classroom techniques that can be used to encourage students
to work through every stage of the process in order to
maximize its benefits for each student.

The Design Process

One of the most effective ways to help students prepare to Acceptance


become designers is to center individual courses as well as
entire curriculums around the design process. There are The term &dquo;acceptance&dquo; is very closely linked to
many approaches to the design process (Gregory, 1966; motivation. Much of the problem of acceptance in the
Hanks, Belliston, & Edwards, 1978; Jones, 1970; Moore, apparel classroom comes not with the motivational aspects
1970). For the sake of simplicity, only one model, a step-by- for the subject matter or the overall course but with
step process from the Universal Traveler (Koberg & motivating students for each individual assignment given in
Bagnall, 1981, p. 17) will be discussed here. This particular the semester.
model outlines seven phases of design. Acceptance of any problem, including a project
The designer is asked to accept the problem (to get assignment in apparel design, should be internal, not
external. Most students accept problems because the
Author’s Address: Department of Textiles and Apparel, Cornell alternative is to flunk the course. Although grades, money,
University, Ithaca, NY, 14853-4401 status, and other external rewards may motivate people to

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do many things, the best acceptance comes when a student is the kinds of things that increase or block their motivation, it
can have a tremendous effect on their work in other courses,
truly fascinated with the problem and sees the assigned
not just a single project in apparel design.
project as relating to his or her life, as exciting or rewarding
in itself, or as an intellectual challenge that will lead to a
future personal goal.
Each instructor has to develop specific methods for
Analysis
maximizing acceptance based on the needs and interests of
the students in a particular classroom. There are, however, a Analysis is basic exploratory research. Good analysis
number of simple methods to approach the problem of demands that a designer look at what is involved in all
increasing acceptance. aspects of a design situation so that the true nature of each
design problem can be determined. Analysis should
Centering Student Projects Around Outside Clients probably be the most time-consuming of all of the stages of
Students tend to be more accepting of classroom projects the design process. With a thorough analysis all of the
if they are directly involved in experiences with clients. subsequent stages of the design process are more productive.
Encouraging students to wear a client’s clothing and engage Learning as much as possible about the design situation is
in the same activity as the client is one of the most effective extremely important to the development of the problem and
ways of generating student acceptance of a problem. For often begins the idea-generating process. The focus here will
example, when design students at Comell worked on be on two simple aspects of analysis that are often
uniforms for the staff and students of a therapeutic exercise overlooked.
school, they spent two days living with the students at the
school, attending classes and exercising with them. This not Learning the Language of the Field
only increased their knowledge of what the students and staff Learning the specialized terminology in any field is a
needed in their clothing but built a personal relationship major key to learning about the design problems it
between the clients and the students. Students are generally encompasses. In learning to design a knee brace, for
motivated to work harder when they care about the people example, it was important for students in one functional
who will benefit from their work. A colleague at another clothing class at Comell to learn the medical terminology
institution reported that she has an &dquo;adopt-a-grandparent&dquo; associated with the anatomy and physiology of the knee as
program in her class so that students, when they create well as the terminology associated with a variety of common
clothing items for the elderly, have a relationship-a injuries. These students spent a considerable amount of time
personal attachment to a specific person-before they begin finding and using medical dictionaries and learning and
to design (L. Schoenberger, personal communication, internalizing the pertinent terms so that, when physicians
1985). and therapists came to talk to the class, the students could
understand the material being presented and know how to
Building Projects Around People Students Admire ask intelligent questions.
Another way to increase acceptance is to involve people
whom students admire, either in classroom presentations or Interviewing Professionals in the Field
in projects. For example, inviting campus sports stars or One of the most important aspects of analysis that
coaches to lecture on protective equipment or to serve as a students can learn is the value of interviewing. Many
jury for a sports equipment design project increases a students who can assemble volumes of material through an
student’s motivation to perfect the design of an item of sports impersonal library search are terrified of an interview
equipment. Many communities have &dquo;heroes&dquo; with which situation. Yet, one interview with a practicing professional in
students identify, and many of these people use some form of a field for which they are designing could provide them with

protective apparel. Involving them in the classroom as more valuable information than a dozen library references.

resource people can have a significant effect on Requiring an interview with a resource person whom the
acceptance. student does not know can be part of each project
assignment. Younger or less secure students can be directed
Allowing Students to Determine Their Own Projects toward specific resource people who the instructor knows
When students determine the problems on which they will will provide a positive first interview situation. It is also
work, they often find projects much more exciting. Every helpful to provide readings or invite professional interview-
student has different interests; each one may have a different ers to class to teach students how to set up and plan an

group of clients with which he or she would like to become interview.


involved. Finding a topic to study may be part of the
problem-solving process. If students are forced to determine
the problem area on which they will focus for a project, they
have to confront their own individual motivational problems. Definition
What do they want to get out of the project? What are the
reasons why they do not want to do the project? What kind The definition stage of the design process is probably the
of problem will excite them and get them involved and one that is most ignored and/or misunderstood by students
motivated? When students begin to discover for themselves and instructors alike. A definition is really a statement of
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goals. It is a filter; it sifts through the mass of data and ideas Language is the key here, and it cannot be over-
that are collected in the analysis phase of the process and emphasized how much it affects the design process. John
determines the most essential elements. Two very important Naisbitt ( 1984), provided an example in Megatrends, when
guidelines for developing a project definition are discussed. he wrote: &dquo;Mary Parker Follett, the first management
consultant in the U.S.... had a window-shade company as
Basing Definition on a Thorough Analysis a client and persuaded its owners that they were really in the

The idea of defining goals based on a thorough analysis is ’light control’ business. That realization expanded their
a simple one, but it is one that often tends to be bypassed by opportunities enormously&dquo; (pp. 87-88). A definition that
designers. Many garments for the handicapped have been clearly states goals but does not limit creativity can be
designed by well-meaning individuals who have a minimal critical ’to the problem-solving venture.
understanding of the disability or the psychological and
social dilemmas that their garment poses. Many items of
protective clothing for industry protect a worker from the
basic hazards in a laboratory but give no thought to the Ideation

dynamics of the actual work environment or the factors of


movement, thermal comfort, and psychological well-being. ’Ideation is often thought of as &dquo;the work designers do.&dquo; It
In both cases a thorough analysis could help set a clearer is the creative, idea-generating part of the design process that
definition of the true wearer needs on which the design most students find very exciting. However, many students
solutions could be based. who have not learned to precede ideation with acceptance,
The analysis-to-definition sequence parallels the typical analysis, and definition may find ideation to be a frustrating
scientific research process of undertaking a review of task.
literature and preliminary data collection and then stating It is important that students see ideation as an outcome of
goals or hypotheses to be tested with experimental data the design process. Many students believe that designers are
collection. In design research the bulk of the data collection &dquo;born&dquo; and that good design ideas are based entirely on
is aimed at setting goals-at defining the true problem. intuition. If ideas do not come to them in a flash of brilliance,
Students need to explore an area-like cycling or police students feel they are not being creative. However, as
work or fishing or mineworking-so that they will learn what Pasteur said, &dquo;Chance favors the prepared mind&dquo; (Madigan
the problems are and not simply state, for example, &dquo;I’m & Ellwood, 1983, p. 2). Students must be helped to see that
going to design a better cycling helmet.&dquo; Only after an open those &dquo;flashes of brilliance&dquo; are rarely, if ever, isolated
and thorough analysis will they be able to know whether a strokes of creative genius but rather the result of hours,
better helmet is really needed. If an analysis is thorough and weeks, or even years of disciplined preparation of the mind
sets a clear definition, it can provide a strong basis for to be ready for that revelation. They must discover that good
stimulating ideas to generate a solution to the design design can be achieved through experience and learning.
problem. ,
r.,=
.
An excellent example of how learning plays a role in what
,, ,. _,,;y, is often believed to be a &dquo;natural&dquo; talent can be found in the
field of music. The Suzuki approach to music education
Stating a Problem, Not a Solution stresses repetition and exposure to music at a very early age
Very closely related to this is the concept that a definition as the keys to developing musical talent in children (Suzuki,

needs to state a problem, not a solution. An excellent 1969). Dr. Suzuki believes that there is no unmusical
example of this can be found in an innovative design for child-there are simply children who have not learned to
protective pants for loggers. Traditional designs work by listen. It is not unusual to see hundreds of Suzuki-educated
simply placing (between the chainsaw and the logger’s leg) children of two to four years of age playing tiny violins with
layers of materials that are resistant to being cut. The an ease that many adults would envy. The parents of many

problem, in other words, is defined in terms of the solution: of these children have repeatedly played specific pieces of
finding the most cut-resistant fabric for the pants. Swedfor°, classical music for their children from as early as the time
a manufacturer of protective pants for loggers, has they were in the womb, thus developing their musical
developed pants that protect the logger in a very different sensitivity and preparing them to repeat this music when
way. Their pants work through the use of a lining fabric with they are shown a method by which to do so.
strong, but loosely woven yams. These yarns pull out of the If the Suzuki approach were to be applied to design, one
liner easily, become entangled in the chain of the chainsaw, can see the potential for idea generation. It is possible that

and rip the chain out of the mechanism, thus turning off the those people who seem to have a natural talent for generating
saw. Swedfor’s designers obviously analyzed the entire creative ideas are those who simply have been &dquo;seeing&dquo; the
problem and defined it in a very different way. They looked world in a very different way since childhood, in the same
at all the elements in the cycle, i.e., the tree, the person, the way that Suzuki students have been hearing it in a different
clothing, the saw and each of its parts, and then defined the way for a long period of time. Students who are labeled
true problem not as one of providing a more cut-proof &dquo;born designers&dquo; have undoubtedly been storing up design
material but as one of breaking the injury cycle. The way in experiences in a huge bank so that they can continually draw
which this problem was defined had direct consequences for ideas out of it, while others who may be just learning to see
the boundaries of the designers’ work and the creativity with the world with a designer’s eye have less of a stockpile of
which the problem could be solved. creative references on which to draw. While it may take time

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and considerable effort for a student with less design This idea of &dquo;having sport&dquo; with what is,known is critical
experience to catch up to the student who has been seeing to good design. It implies that a designer must use both
the world with a designer’s eye for many years, the college cognitive and intuitive approaches. Students who feel more
classroom should provide an atmosphere where this growth at home in the sciences generally feel more comfortable with
can take place. Koberg and Bagnall (1981) supported the cognitive responses. Those who feel more at home in the arts
idea that any student can become a designer with this tend to use more intuitive responses. However, students
statement: &dquo;Creativity is a learnable state of behavior need to learn that the best scientists and designers base their
patterns. It is not magic. And it is not a quirk of birth. Some work on both cognitive and intuitive responses. They must
people don’t just ’have it.’ ... Steady creativity requires a have an accumulation of facts, data, and ideas but they
steady, determined effort. The more consistently we behave cannot stop there. The facts must be put together in a
in ways that encourage creativity, the more likely we are to creative way that involves &dquo;feeling&dquo; the right choices and
be consistently creative&dquo; (p. 13). There are many excellent combinations.
texts that support this statement and provide helpful
approaches to stimulating creative behavior (Crawford,
1964; deBono, 1977; Gordon, 1961; Osborn, 1953; Taylor
& Barron, 1975; Williams, 1983). Implementation
If the classroom philosophy is one that supports the
potential of every student to generate ideas, then the Koberg and Bagnall (1981) described implementation as
instructor’s job is one of determining how best to bring out the &dquo;moment of truth&dquo; (p. 80). It is the stage at which
that potential in each student. Sometimes students need to students put their chosen ideas to work. For most projects in
undertake a more complete analysis to add as many different apparel design, instructors determine what overall form
design ideas as possible to their &dquo;banks.&dquo; Sometimes it is a implementation will take. For example, students may be
matter of teaching a student to &dquo;see&dquo;-especially to see asked to create a full-scale finished garment for a client or
relationships between design ideas. Often it is a matter of write a paper that is a minimum of thirty pages. The design
developing communication skills such as drawing or process, however, suggests that the &dquo;product&dquo; should evolve
pattemmaking or construction so that students can express from the &dquo;process.&dquo; Whenever possible, particularly in
the ideas they have had building up inside. The design upper level courses or those where specific skill development
process provides a framework for action that will help all is not a major focus in the course, a student gains
students become more effective at the generation of tremendous educational benefit if the implementation stage
ideas. is free of preset constraints. For example, a student analysis
of the clothing needs of handicapped individuals could turn
up a variety of problem areas. One student might find that
the most pressing problem uncovered in her analysis was the
Idea Selection
knowledge and attitude of retail store personnel toward a
handicapped shopper. Rather than a meeting preset assign-
While ideation is often thought to be the creative part of ment of designing and constructing a garment as her final
the design process, idea selection may actually be the stage project, a more logical outcome of her work might be the
in which some of the most creative design behavior occurs. development of a training program for the personnel of a
Effective idea selection involves the successful integration of large chain of department stores to help them more fully
two very different responses to the ideas generated in understand and meet the clothing needs of handicapped
ideation: cognitive responses, or those based on logic, and shoppers. While the task of evaluating the many and varied
intuitive responses, or those which are more subjective and projects that would result from this approach might seem
sensory. Some people consistently use only one type of overwhelming, focusing on the design process rather than on
response; others use cognitive ones &dquo;at work&dquo; and intuitive a preset project goal simplifies evaluation and increases its

ones &dquo;on weekends.&dquo; With the relegation of responses to educational value to the student.
ideas into either what might be called &dquo;thinking&dquo; or
&dquo;feeling,&dquo; the essence of successful idea selection may be
lost.
Carl Rogers (1969), in Freedom to Learn, wrote: Evaluation

...
ledge, the second element of the word, knowledge,
means &dquo;sport.&dquo; Knowledge is the result of playing with The discussion of evaluation in this paper will focus on
what we know, that is, with our facts. A knowledgeable only one small part of this very complex topic-the
person in science is not, as we ... often ... think, merely relationship of the design process to the evaluation of student
one who has an accumulation of facts, but rather one who work.
has the capacity to have sport with what he knows, giving When the design process is the basis for project
creative rein to his fancy in changing his world of assignments and a student documents his or her progress
phenomenal appearances into a world of scientific throughout the semester in each of the stages of the process,
constructs. (p. 181). evaluation becomes much simpler than when the evaluation
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must be based totally on product. When the problem is for the study of facts, the development of technical skills, and
clearly defined and the student is not allowed to move the design and manufacturing of products. However, as
forward unless it is clearly defined, then the end product can deBono (1967) said, &dquo;On the whole, it must be more impor-
simply be judged against the student’s statement of tant to be skilful [sic] in thinking than to be stuffed with
definition. Does it meet the goals the instructor and the facts&dquo; (p. 7). Putting knowledge and technical skills into the
student have agreed upon or not? Many of the difficulties of framework of the design process and developing students’
evaluation come about when students are not aware of the abilities to learn to think and solve problems is as valuable, if
criteria by which they are being judged. When students help not more valuable, than any technical skill or memorized
set the criteria, their progress toward them becomes almost fact. Times change. New technologies demand new skills.
self-evident. While differences of opinion about grades will New discoveries even change thefacts students are taught as
always occur, students show signs of improving their ability freshmen by the time they graduate. However, the thought
to measure the worth of their own work and subsequently processes used to solve problems will apply to new worlds as
learn more about their own strengths and weaknesses as well as old ones. Koberg and Bagnall (1981) offered the
designers when the design process is used as a framework for perfect summation of the value of the design process when
the evaluation. they said that &dquo;life is a process that has many spin-offs called
In very large classes where the evaluation of extensive products. Although it may be the product that you seek, it
individual projects would be unmanageable, some of the must be involvement with the process that will eventually
same benefits can be obtained from group projects, where achieve it&dquo; (p. 23).
group members choose a topic in which they are most
interested and the group works through the design process
together, submitting one statement of their work on each
References
stage of the process. Streamlining the work that is to be
evaluated can even be a part of the problem a student must
solve. For example, students could be limited to a half-page Crawford, R. (1964). Direct creativity. Wells, VT:
summation of their work on each phase of their design Fraser.
process and present their final results to the class in a three- deBono, E. (1967). The 5-day course in thinking. New
to-five minute oral defense or in a space-limited York: Viking Penguin.
exhibition. deBono, E. (1977). Lateral thinking. New York: Viking
The design process provides a useful tool for evaluating Penguin.
other aspects of a student’s work as well. Practice in the Gordon, W. (1961). Synectics: The development of creative
design process can be an objective of classroom discussions capacity. New York: Harper & Row.
and exams. For example, one final exam given to functional Gregory, S.A. (1966). The design method. London:
design students in a class at Comell involved a mythical Butterworths.
planet and a chemical/biological accident from which its Hanks, K., Belliston, L., & Edwards, D. (1978). Design
inhabitants needed to be protected. An analysis and yourself. Los Altos, CA: Wm. Kaufman.
definition were distributed with the exam and students were Haupt, U. (1978). Taking a new perspective on design.
asked to develop a protective garment for the planet’s Astronautics and Aeronautics, 16(5), 55.
creatures and a rationale to support their design. Students Jones, J.C. (1970). Design methods. New York: Wiley-
could not use a typical approach to designing garments Interscience.
because the creature had no shoulders, the area from which Koberg, D., and Bagnall, J. (1981). Universal traveler. Los
most garments hang. It had sensing devices which had to be Altos, CA: Wm. Kaufman.
left uncovered and others that had to be covered. Its Madigan, C., and Ellwood, A. (1983). Brainstorms and
environment was quite different from Earth’s. The most thunderbolts. New York: MacMillan.
effective way to solve this problem was to go through the Moore, G.T. (1970). Emerging methods in environmental
design process. Evaluation was then based on the degree to design and planning. Cambridge, MA: MIT Press.
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definition within the boundaries set by the analysis. Both the Books.
design work and the evaluation process were similar to those Osborn, A. (1953). Applied imagination. New York: C.
that a designer would face in the work world. Scribner’s Sons.
Rogers, C. (1969). Freedom to learn. Columbus, OH:
Merrill.
Conclusion
Suzuki, S. (1969). Nurtured by love. New York: Exposition
Press.
Teaching students to use the design process may be the Taylor, C., & Barron, F. (1975). Scientific creativity: Its
most important thing that can be done for them as recognition and development. Huntington, NY: Robert
professionals and as people-whether they are designers, E. Kreiger.
merchandisers, textile scientists, or nutritionists. Obviously, Williams, L. (1983). Teaching for the two-sided mind.
students need to have factual knowledge to solve design Englewood Cliffs, NJ: Prentice-Hall.
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